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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader
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Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader

机译:在后场深度着色器中有效模拟多边形孔径的散景

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摘要

The effect of aperture shape on an image, known in photography as 'bokeh', is an important characteristic of depth of field in real-world cameras. However, most real-time depth of field techniques produce Gaussian bokeh rather than the circular or polygonal bokeh that is almost universal in real-world cameras. 'Scattering' (i.e. point-splatting) techniques provide a flexible way to model any aperture shape, but tend to have prohibitively slow performance, and require geometry-shaders or significant engine changes to implement. This paper shows that simple post-process 'gathering' depth of field shaders can be easily extended to simulate certain bokeh effects. Specifically we show that it is possible to efficiently model the bokeh effects of square, hexagonal and octagonal apertures using a novel separable filtering approach. Performance data from a video game engine test demonstrates that our shaders attain much better frame rates than a naive non-separable approach.
机译:光圈形状对图像的影响(在摄影中称为“散景”)是现实相机中景深的重要特征。但是,大多数实时景深技术都会产生高斯散景,而不是现实相机中普遍存在的圆形或多边形散景。 ``散射''(即点喷溅)技术提供了一种对任何孔径形状进行建模的灵活方法,但往往会出现过慢的性能,并且需要实施几何着色器或对引擎进行重大更改。本文显示,可以轻松扩展简单的后期处理“聚集”场着色器的深度,以模拟某些散景效果。具体而言,我们表明可以使用新颖的可分离滤波方法有效地对方形,六边形和八边形孔径的散景效果进行建模。来自视频游戏引擎测试的性能数据表明,与单纯的不可分离方法相比,我们的着色器可实现更好的帧速率。

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